Blizzard Entertainment Interview - interview
(hx) 04:33 PM CET - Jan,16 2005
- Post a comment GamesIndustry.biz
has posted
the first part of an exclusive interview with Blizzard creative director
Chris Metzen and VP of business operations Paul Sams. Here's a taster:
GamesIndustry.biz: Moving on to World of Warcraft, then; how have you
found moving to developing a massively multiplayer game? Has this been a real
paradigm shift for you creatively and in terms of your process?
Paul: I think there are two parts to that answer, and I think I can field
half of it and Chris can probably field the other half.
From a company perspective, we're shifting from a situation where we create a PC
boxed product and put it on the shelves, although yes, we support it with
patches and what have you over time. But with this product, because it's a
subscription based product, because this type of product requires so much
support, our company focus and thought process has had to shift. We're not only
creating what I believe to be a great game, but we're also having to create a
world-class service organisation.
People, when they're paying, are expecting things that we, historically, have
not had to provide them. Now, we're going to be providing 24 by 7 support
in-game. We're going to have local servers for these products, with local
technical people on the ground that can do all the maintenance and upgrades and
what have you that need to be done. And so, a huge amount of effort had to go
into preparing for the operations associated with doing something that is this
large in scale.
Then, obviously, there are some creative aspects as well that Chris can touch
on...
Chris Metzen: These kinds of games are monsters. Totally unlike anything
else we've tried to build. The sheer number of artists and coders and designers
that you have to throw at it is really beyond the pale of what we're used to. In
terms of just the sheer magnitude of lands and creatures and animations and
tilesets, and just all the art resources you could ever imagine, which all need
to be programmed as well, it's beyond anything we've tried to create before.
We're used to these nice, finite, closed-ended games that we can power through,
put on a shelf, go home and sleep for a month. This is just a completely
different kind of monster - it will not end. We're prepared for years and years,
for this thing to be up and running, so it really did involve a big shift, not
only in the business but specifically the running of our team and the structure
of our team. The influx of new players, new designers, new artists needed to
bring this thing off forced us to really rethink our small team minded culture.
We're dealing with a much larger team, but we've gone out of our way to try and
maintain that small team culture, which got us to this point - to keep things
very familiar, to keep the vibe alive, so that the ultimate vision - the
singular vision - that's provided at the end of the day isn't drowned out just
by the sheer influx of new perspectives.
So yeah, it's been quite shift. But you know, I think we're weathering it pretty
well. *laughs*
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